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Virtual Worlds

by Stephanie Blackmon , 2015
"... Online environments, particularly virtual worlds, can sometimes complicate issues of self expression. For example, the faculty member who loves punk rock has an opportunity, through hairstyle and attire choices in the virtual world, to share that part of herself with students. However, deciding to s ..."
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Online environments, particularly virtual worlds, can sometimes complicate issues of self expression. For example, the faculty member who loves punk rock has an opportunity, through hairstyle and attire choices in the virtual world, to share that part of herself with students. However, deciding

Improv: A System for Scripting Interactive Actors in Virtual Worlds

by Ken Perlin, Athomas Goldberg , 1996
"... Improv is a system for the creation of real-time behavior-based animated actors. There have been several recent efforts to build network distributed autonomous agents. But in general these efforts do not focus on the author's view. To create rich interactive worlds inhabited by believable anima ..."
Abstract - Cited by 397 (0 self) - Add to MetaCart
Improv is a system for the creation of real-time behavior-based animated actors. There have been several recent efforts to build network distributed autonomous agents. But in general these efforts do not focus on the author's view. To create rich interactive worlds inhabited by believable

Bridging Physical and Virtual Worlds with Electronic Tags

by Roy Want, Kenneth P. Fishkin, Anuj Gujar, Beverly L. Harrison , 1999
"... The role of computers in the modern office has tended to split our activities between virtual interactions in the realm of the computer and physical interactions with real objects that have been part of the traditional office infrastructure. This paper discusses a variety of scenarios we have implem ..."
Abstract - Cited by 281 (7 self) - Add to MetaCart
implemented in which the physical world can be invisibly and seamlessly augmented with electronic tags in order to connect physical objects with virtual representations or computational functionality. We demonstrate the utility of linking physical objects to electronic services and actions that are naturally

VIRTUAL WORLDS

by Diane J. Janvrin, William N. Dilla, Brian E. Mennecke, William D. Terando, Diane J. Janvrin, William N. Dilla
"... It’s just a game, or is it? Real money, real ..."
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It’s just a game, or is it? Real money, real

Virtual Worlds

by William Sims Bainbridge , 2007
"... The following resources related to this article are available online at ..."
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The following resources related to this article are available online at

A Poetics of Virtual Worlds

by Lisbeth Klastrup
"... This paper presents a possible poetics of virtual worlds, part of which is the study of those “textual ” aspects of a virtual world that define it as a virtual world. It introduces the concept of “worldness ” as a measurement of the particular traits that constitute the experience of a virtual world ..."
Abstract - Cited by 9 (0 self) - Add to MetaCart
This paper presents a possible poetics of virtual worlds, part of which is the study of those “textual ” aspects of a virtual world that define it as a virtual world. It introduces the concept of “worldness ” as a measurement of the particular traits that constitute the experience of a virtual

VIRTUAL MACHINES FOR VIRTUAL WORLDS

by Amirali Sanatinia, Iain A. Oliver, Alan H. D. Miller, Colin Allison
"... Multi User Virtual Worlds provide a simulated immersive 3D environment that is similar to the real world. Popular examples include Second Life and OpenSim. The multi-user nature of these simulations means that there are significant computational demands on the processes that render the different ava ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
Multi User Virtual Worlds provide a simulated immersive 3D environment that is similar to the real world. Popular examples include Second Life and OpenSim. The multi-user nature of these simulations means that there are significant computational demands on the processes that render the different

User Acceptance of Virtual Worlds

by Marc Fetscherin, Christoph Lattemann - Journal of Electronic Commerce Research , 2008
"... Virtual Worlds enable new ways of communication, collaboration, and cooperation over the Internet by applying 3D environments and voice over IP technologies. This papers aims at assessing user acceptance of Virtual Worlds by applying the Technology Acceptance Model (TAM). Based on literature review, ..."
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Virtual Worlds enable new ways of communication, collaboration, and cooperation over the Internet by applying 3D environments and voice over IP technologies. This papers aims at assessing user acceptance of Virtual Worlds by applying the Technology Acceptance Model (TAM). Based on literature review

Virtual Worlds in Computing Education

by Jonathan Crellin , Emma Duke-Williams , Jane Chandler , Timothy Collinson , Dr J Crellin
"... Abstract This paper reports on the use of a virtual world (Second Life) in computing education, and identifies the precursors of current virtual world systems. The paper reviews the potential for virtual worlds as tools in computing education. It describes three areas where Second Life has been use ..."
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Abstract This paper reports on the use of a virtual world (Second Life) in computing education, and identifies the precursors of current virtual world systems. The paper reviews the potential for virtual worlds as tools in computing education. It describes three areas where Second Life has been

Demographics of Virtual Worlds

by unknown authors , 2008
"... Virtual worlds, as both a concept and an industry, have changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, and with this radical change comes the need for reexamining the uses and utility of virtual world technologies and experien ..."
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Virtual worlds, as both a concept and an industry, have changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, and with this radical change comes the need for reexamining the uses and utility of virtual world technologies
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